Don't bother looking. That key also needs that the owner is defined as missile. Just spawning won't workEric Walch wrote:Have you tried setting is_subminution in shipdata?

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Don't bother looking. That key also needs that the owner is defined as missile. Just spawning won't workEric Walch wrote:Have you tried setting is_subminution in shipdata?
I've noticed missiles often shattering for very low damage if they hit a target other than their intended target. They also shatter without exploding if they impact a target very quickly after launching. I guess you could set the projectile's density stupidly high, but it would still be delivering very low damage due to its small size and lack of an explosion...and it also wouldn't award kills and such.Thargoid wrote:That said I am going to test using becomeExplosion on contact, which may be a route to awarding kills.
Missiles fly straight and dumb for 0.5 seconds after launch, then arm and start tracking the target. They only detonate if they come within 25 metres of the intended target, and sometimes when ECMed in the case of hardheads. See missileAI.plist (The EXPLODE state is what you call “shattering”, and DETONATE is a full explosion).Switeck wrote:I've noticed missiles often shattering for very low damage if they hit a target other than their intended target. They also shatter without exploding if they impact a target very quickly after launching.
Um… a convergence point needs to be specified in three dimensions. If they crossed at the crosshairs, you’d be constantly shooting yourself in the face. :-)Zireael wrote:Back to the topic of player ship lasers, I think the solution for the future could be: max 2 lasers to each given view, and they'd cross in the crosshairs.
Um, what? Overheating in space makes perfect sense. Saying “they arbitrarily can’t fire longer than five seconds” does not.Zireael wrote:And set them so you can fire them continuously for, let's say, 5 seconds and no more, thus eliminating the hard-to-explain overheating in space. Well, if we have non-Newtonian physics, why have this overheating...? Let's say it's the way the lasers are built in Ooniverse that they can't fire longer.
Besides, not even the current single laser touches the crosshairs. Usually the aiming point of the laser is a couple of pixels below the crosshair centre. This is because your view position =/= the barrel of your laser.Ahruman wrote:Um… a convergence point needs to be specified in three dimensions. If they crossed at the crosshairs, you’d be constantly shooting yourself in the face.Zireael wrote:Back to the topic of player ship lasers, I think the solution for the future could be: max 2 lasers to each given view, and they'd cross in the crosshairs.
Not quite true Depends on the ship. In the standard Caduceus, it was designed for accuracy by doing exactly that. However, it produces some rather odd (and distracting) effects, so I tweaked mine slightly. So I have an almost accurate ship, which is still better than the norm...Commander McLane wrote:Besides, not even the current single laser touches the crosshairs. Usually the aiming point of the laser is a couple of pixels below the crosshair centre. This is because your view position =/= the barrel of your laser.
Not the accuracy, but the fact that the camera would have to be located in the middle of the laser beam. How would that technically work? I'm just taking the parallax resulting from the difference between the laser position and the view position as a given for any ship. Once you've got a feeling for how big it is, there's no difference in accuracy. It's simply a matter of aiming slightly above your target (and exactly how slightly depends on the distance).Mauiby de Fug wrote:It hadn't even occurred to me that the laser accuracy could be against anyone's ooniverse rules (The other features I can easily understand)! But I see where you're coming from.
view_position_foo
keys were broken, resulting in your view always being from 0,0,0. That was when I observed the flickering cross for the first time on ships which had a laser position very close to 0,0,n.)the convergence point could vary based upon the laser.Ahruman wrote:Um… a convergence point needs to be specified in three dimensions. If they crossed at the crosshairs, you’d be constantly shooting yourself in the face.Zireael wrote:Back to the topic of player ship lasers, I think the solution for the future could be: max 2 lasers to each given view, and they'd cross in the crosshairs.
I'm pretty sure the fer de lance 3g (third generation) has this too; and the neolite version of the cobra rapier has the forward laser appear at the top of screen when you are looking forward, which gives a similar effect, I think. (though I found it annoying)Commander McLane wrote:The Caddy is the only ship with view position = laser position, amongst what may well be hundreds of different ship types available for Oolite. This makes it into an exception, not the general rule. And given the numbers (hundreds to 1) it's not even an exception that has to be especially mentioned each time.
The Caddy isn't the only ship with this feature. The Kirin has zero parallax sighting as well.Commander McLane wrote:The Caddy is the only ship with view position = laser position, amongst what may well be hundreds of different ship types available for Oolite.